rePAN6517

rePAN6517 t1_jc585bd wrote

> If you're a game developer, do you want to dedicate the bulk of the user's VRAM/GPU time to text inference to... add some mildly dynamic textual descriptions to NPCs you encounter? Or would you rather use those resources to, y'know, actually render the game world?

When you're interacting with an NPC usually you're not moving around much and not paying attention to FPS either. LLM inference would only happen at interaction time and only for a brief second or so per interaction.

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rePAN6517 t1_jc4fq3l wrote

Give every NPC a name and short background description. IE - something like the rules that define ChatGPT or Sydney, but only to give each character a backstory and personality traits. Every time you interact with one of these NPCs, you load this background description into the start of the context window. At the end of each interaction, you save the interaction to their background description so future interactions can reference past interactions. You could keep all the NPC's backgrounds in a hashtable or something with the keys being their names, and the values being their background description. That way you only need one LLM running for all NPCs.

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rePAN6517 t1_itmxzn7 wrote

No that's not really a good analogy here. The model's text outputs are the inputs to a round of fine tuning. The authors of the paper didn't specify if they did this for just 1 loop or tried many loops, but since they didn't specify I think they mean they just did 1 loop.

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rePAN6517 t1_itmwb00 wrote

The paper doesn't say specifically that they only let it self-improve over one cycle, but neither does it give a number of how many cycles they let it self-improve before publishing. This is a critical detail.

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